The Champion and Purifiers come from reserves, as for Terminators: Champion would lead a suicide charge into enemy lines, while Termys would try to go for an objective via deep strike.I would divide the GKSS units, drop one to babysit a home objective and go for the next thanks to the Rhino. The Dreaddy gives some fire support.

I think the psyammo for 5 termies is too expensive. IMO, taking out the hunter killer missiles and the psyammo for and giving one of your RB a twin-linked assault cannon w/ psyammo might be better. Just my two cents...

_________________"Though we face the power of hell, and death is at our side, we fear not, for the Emperor is with us through it all. If we live, we live for the Emperor. If we die, we die for the Emperor. So whether we live or die, we are the Emperor's. We are Grey Knights and this is why we came to be." --Grandmaster Rivan

"It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle." --Sun Tzu (from ancient Earth)

The list is good for what you have, but of course there's better ways of improving it. +1 to Rivan, I agree you don't need hunter killer missiles. In terms of load out on your razor back, twin-linked assault cannon is very good if you're coming from reserves but I don't see why you would want to. Playing purifiers as an elite rather than troops you want them to be contesting objectives. Coming in a turn later would not let them get across the board fast enough. I would field them on them on the table because you'll only have a rhino and a dreadnaught on the field. Their armors are 11 and 12 which means they could die pretty easily with only 3 hull points each.

If you plan on having both razorback and rhino out, it will definitely draw fire to at least one (most likely the razorback). That would mean leaving your dreadnaught to survive and have support fire. And if that's the case I'd run a razorback with psybolt ammunition with a heavy bolter (only 50 points). Str 6 AP 4 Heavy 3 36" is pretty good. But spending an additional 40 points for something that has 24" range Str 7 AP 4 Heavy 4 is a little to expensive for me (esp when it'll draw so much fire). I like splitting terminators with 2 Halberds, 2 Swords, and 1 Hammer which is pretty good because it gives you a bit of offense a bit of defense and a finisher. Welp, that's all I have to say I think. Also since night fighting is relevant maybe you want some searchlights here and there.

Another thing you might want to do is add a storm bolter to your razor back incase it gets a weapon destroyed you have a 50% chance of losing the storm bolter instead. Plus there's a bit more dakadaka.

Maybe I failed to apply some rules, I suppose when a unit come from reserve it can come from every side of the table, as you say it seems not.

So, the points: - Because Termys would come from reserves and there are not so much things that like to go in melee with them, I suppose psyammo would be fine: they have an average of two turn of fire (2nd and third) before charge into the fray, so with the improved Strength they can make a little more damage. But I would think about it a little better.- I would try the Termied mixed up weaponry :-)- Why no Hunter Killer missile? I suppose it would be great target an enemy armoured vehicle since the 1st turn with a powerful weapon, regardless of distance, before any single shot. And it's only 10 AP... But I suppose a good firepower that lasts longer would be more useful as u say.- I appreciate the RB helps, I never use one of them before ^^

I would plan to have only the RB out, using the Rhino only to drop my two GKSS units on objective, giving them some speed without make them become a too appetible target.

I think you need the Outflanking rule to be able to come off over other board edges. I think the only way we could get that is through rolling for warlord traits. After looking through the codex, Hunterkiller missiles are Krak missiles so they are Str8 AP3 with only one shot a game. I would rather have a storm bolter because it benefits from psybolt ammunition upgrade, and can potentially save your other weapon. The hunterkiller missile is kind of inconsistent and unreliable. Sure, one shot could change the outcome of a game but I wouldn't bank on a krak missile. With one shot, you could fail to hit, or even fail to penn/wound, and then they could get saves. Espicially now vehicles benefit from night fighting and get coversaves. Basically you could wif your shot and have wasted the ten points that you could have spent elsewhere.

If you think about it, the Rhino is like a just like a Razorback but without the gun. Having your 10 men strikesquad in the rhino isn't a bad idea because there's 2 fire points to shoot from. Hm, you have 2 Psycannons which are basically assault cannons +1 strength. You've effectively made your rhino into a razorback with assault cannon with psybolt ammunition without having to spend that extra 40 points (too bad they aren't twinlinked)! So I guess you could run another assault cannon on the actual razorback because then you'd have 2 pretty hard hitting tanks. Rhinos and razor backs aren't going to last that long on the board sadly but if they do, you'll do a lot of damage!

Good point on the rhino w/ 2 psycannons firing out of it. I forgot about this since I rarely use rhinos and RB now

_________________"Though we face the power of hell, and death is at our side, we fear not, for the Emperor is with us through it all. If we live, we live for the Emperor. If we die, we die for the Emperor. So whether we live or die, we are the Emperor's. We are Grey Knights and this is why we came to be." --Grandmaster Rivan

"It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle." --Sun Tzu (from ancient Earth)

I drop empyrean mines because is a situational weapon. I follow much of your suggestion, like improve the Razorback, adding two lights to the tanks to have something that can deal nightfight.Purifiers are supposed to go in melee asap, so they haven't any heavy weapon; I only add an Hammer to make them more dangerous even for heavy armoured targets.The Rhino are supposed to transport the GKSS divided in 2 squads, one with the Hammer and the PsyCannons that lead the assault to an objective, the rest (with the Justicar) would defend near objectives.

I have 20 more points to spend, and I decide to choice the HK missiles anyway... they are not supposed to deal massive damage, but a lucky strike in first turn can change the whole battle before my units can reach the enemy. I don't plan my strategy on them, I consider only a "bonus strike".If I drop the two HK missiles I can spend the 20 AP on PsyAmmo for Purifiers, and drop the MasterCrafted to have one Staff of Protection for them (I don't like it so much as model, but my purifiers are all magnetized so it could be).